When it all began, it was just supposed to be a game: Seven college students sitting down for an evening of role playing. But a real wizard intervened, and the students found themselves in a world where magic worked--too well--with their only way home the near-mythical Gate Between Worlds.
Years later, their earthlike existence now seems like a fading dream. They have fought and tricked their way into positions of power, seeking justice for all and the abolition of slavery. But they have also made many powerful and dangerous enemies. And one of these in particular has decided that the time is ripe for eliminating these idealistic troublemakers once and for all. . . .
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